It’s Friday night. The Iskryn group has spent the past eight sessions on the hunt for a gnomish artifact, device, prison, or person. Every step of the way, the people they’ve met and discussed this ancient gnomish thing with have had conflicting viewpoints on what it is. Gitro, a human researcher from a powerful mage tower claimed it was a relic of the gnome’s first days in Iskryn. Magus Sint, a halfling archmage and warlock was sure it was an entire prison, trapping the souls of long-dead beasts. And Voros, a red dragonborn knowledge-savant, thought this sought after gnomish thing was an actual gnome that’s somehow survived millennia after his race’s apparent extinction. Slowly, they’re delving deeper into the mystery of this gnomish thing, learning of its deadly history and purpose. Still, though, they’re unsure who to trust.
I have my players in a pickle; who do they trust, and how do they determine if what that character thinks is the truth is the actual truth. Well, as the dungeon master, I know who’s right and who’s wrong, because of course some of them are incorrect. In Dungeons and Dragons, as in real life, no one is omniscient. Using this truth and technique is a great way to make your game and NPCs feel alive. The trick is learning how to do this well.
Anyone can have NPCs tell their own truths. The blacksmith can think the town’s priest is working alongside the goblin tribe harassing traveling townsfolk, while the cleric can believe the same about the blacksmith. Having this scenario work successfully, though, requires finesse on your part. This week, you’re going to learn how to portray conflicting viewpoints convincingly.
Portray a Character, Not a Deity
Portray a character, not a deity. Embody the blacksmith, become the priest; live inside the character’s minds, not your own.
Give NPCs Reasonable Perspectives
The point is, NPCs should hold differing opinions for a reason, not ‘just because.’ If you make two characters at odds for drama and don’t have any substance behind it, the story and enjoyment of everyone at the table will suffer. However, if you manage to do this, create characters that disagree and give the party various pieces of information that contradict AND they’re believable, you’ve succeeded and the game will become far more interesting.
Let's expand on the blacksmith-priest scenario, just to get you started.
The Goblin Problem
The party knows that a goblin tribe has been harassing travelers on the outskirts of town, but recently, they've been targeting specific, empty locations at nighttime, avoiding guards and easily breaking into the locations. People inside the town suspect foul play. This leads to the party perusing town and searching for someone with the motive to work with the goblins. Time to obtain evidence.
First, the party heads to the town's temple, eager to speak to the people's figurehead, Priest Bishop Cardinal. In 'good faith,' he tells the party that the wound's he's healed were caused not by the usual spears and slings used by goblins, but well-made steel blades. In fact, he points out some of the weapons seen being used by the goblins are similar to those made by the resident blacksmith, Vorgaf Woodgash. He seems to hint toward Vorgaf being the goblin conspirator but says nothing outright. He also claims that Vorgaf's left town multiple times in the past two weeks, which does somewhat coincide with the goblin attacks.
Satisfied, let's say the party leaves the temple and heads for Vorgaf's workshop. Assuming they're level-headed and not wholly convinced that Priest Bishop Cardinal is telling the absolute truth, they speak with the blacksmith. Of course, the situation will unfold differently depending on what information the party withholds from the blacksmith. If approached "appropriately," Vorgaf will willingly admit he's heard his weapons are being used by the goblins, but he's unsure how they obtained them. As for leaving town, he won't readily say where he's been going, even that he's left at all, citing that it's none of their concern.
Truthfully, he's been visiting the grave of his recently killed mother that's a few miles outside of town. On top of all this, he'll recite what he heard from a guard who fought a few of the goblins two days ago: "Ten of 'em, there were. Almost killed one of 'em at the fight's start, but he scurried off and gulped a potion that sewed his wounds right up! Couldn't get another hit on that one; most of 'em got away." The only source of healing potions for leagues around this town is Priest Bishop Cardinal's temple; perhaps Vorgaf knows this, perhaps he doesn't. It's up to you.
Now, who's working with the goblins? One of them? Both of them? A different individual? Perhaps your party decides more information is needed before they accuse a townsfolk of working with the goblins. That's for you to decide.
In Summary
- You’re playing a cast of characters and environments. You might be omniscient, but none of them are. Don’t portray them as such.
- Ensuring characters the party interacts with entertain opposite or contradicting facts and opinions makes progressing through a campaign more interesting and requires the party to go the extra step when roleplaying. Not everyone can be trusted, be that because they’re lying or believe they’re telling the truth and they’re wrong.
Eager for more RJD20? Begin here, subscribe to the RJD20 newsletter, and explore RJD20 videos on YouTube.
Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.
Please send inquiries to rjd20writes@gmail.com.
No comments:
Post a Comment